Hard mode Gwen.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Heh any tips for this? I can deal with most enemies so far but a few are giving trouble.

Johtan, any group bigger then 3, especially if all/mostly melee just seem to shred everything in their path.

Charr. Is it me or are these the oposite of NM? They were some of the easiest enemies, and now I find they can be tough to kill without losing some enemies, doesn't help that that they have packs of like 5+ archers all in one spot all doing mass spike damage.

KamikazeChicken

Desert Nomad

Join Date: Aug 2005

Mo/

Anet didn't likely test HM before they dished it out because a lot of monsters are ridiculous, especially the lvl 30 Asuran dinos.

Omniclasm

Jungle Guide

Join Date: Jan 2007

Guild Hall

A/

More defense and less SF?

wolfwing

Wilds Pathfinder

Join Date: May 2005

Heh I have aegis X3, ward of elements/ward of melee ward of weariness. Doesn't really seem to do much against the fire arrows.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Though what defense might you suggest? I've been trying to think of other things to help out.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

Depends on your class. And which map. Just general anecdotal advice from me, the village idiot.

http://www.guildwarsguru.com/forum/s...php?t=10200851 the builds in this post by Sab work very well in hard mode, one set or the other depending on whether there are corpses from which to raise minions or not.

I've been very pleased with them. With both my Ranger and Paragon, I've taken down plenty of Jotun and everything else in Drakkar Lake using the second set, the original three. Pull if you can, run back now and then to keep the Jotun from concentrating on just one of your party.

Note that these necros are dependent on the presence of spirits to keep Spirit Light from depleting their own health. The more spirits, the better. Take along at least the Winds spirit from the Vanguard title track. Keep it cast to help out.

LOOK MA! NO MONKS!

Mobs will concentrate fire on your monks if you have any. But mobs will not recognize the N/Rit healer as a monk, and if it is set to avoid combat, they will tend to leave it alone ... which makes it a very efficient healer. Which also means you can leave the hench monks at home, and take along four damage hench.

Talon Silverwing has "Shields Up" in Eye of the North which will help against arrow fire at least some.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Heh and as for the SF comment I've never really been a bi fan of it, it's more tempting now with the longer burning, but I use my mages more for wards/earthquake/MS, really comes in handy against monks if they are on the ground most of the fight.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

The Village Idiot took his Ranger and Sab's three necros as his heroes out into Sparkfly Swamp to hunt dinos on hard mode. Henchies were Talon Silverwing, Zho for interrupt (so I don't have to do it), and Lo Sha and Eve for degen and other mesmer and necro goodness. Took the Rez off the healing Rit and replaced it with the Recovery Spirit, which helps get rid of conditions, plus being one more spirit.

Ranger: Marksmanship 16, Punishing Shot, Poison Tip Signet, Crossfire, Barbed Trap, Snare, Spirit of Muddy Terrain (very important to turn off those speed boosts on the dinos), etc.

Went over to left side of map, less likely to get ganged there. First group by was three or four Angorodons, got three minions from them. Next, 6 raptors, only slightly dicey, but now I had a set of minions up! Hunted down more raptors who now went down easily and more Angorodons. Then took on some of the level 30's, who after they were slowed down and crippled and degened went down without too much problem.

The curses necro got killed once due to me not watching what I was doing.

Tomorrow, I'll go work on the Charr Hard Mode a bit. That sounds more difficult.

wolfwing

Wilds Pathfinder

Join Date: May 2005

The main problem I had when I first entered the Charr lands was the healers seem to spam frequently, especially the prophets.

Real fun is the ooze pit, the oozes seam to split in seconds if your not fast, third group...got wiped, when I came back there was about 20+ oozes and a dozen voitile.

trobinson97

trobinson97

Wilds Pathfinder

Join Date: Mar 2006

Guildless :(

R/

Quote:
Originally Posted by wilebill
Tomorrow, I'll go work on the Charr Hard Mode a bit. That sounds more difficult.
Try Glint's Challenge HM, report your finding.

hypatia

hypatia

Ascalonian Squire

Join Date: Jun 2007

GMT -5

Quote:
Originally Posted by wolfwing
Heh any tips for this? I can deal with most enemies so far but a few are giving trouble.

Johtan, any group bigger then 3, especially if all/mostly melee just seem to shred everything in their path.

Charr. Is it me or are these the oposite of NM? They were some of the easiest enemies, and now I find they can be tough to kill without losing some enemies, doesn't help that that they have packs of like 5+ archers all in one spot all doing mass spike damage. If you're having problems with the physical dmg Jotan, remember that putting weakness on them goes a long way.
They attack faster as well in HM, so things like empathy and ss are great. (If you bring a SS hero or human, they can bring enfeebling blood to help weaken them).

I've only done 2 areas so far in HM (magnus stones and arbor bay), but wow.. at the end of arbor bay we are at 510 monsters killed! That was a huge headache. >_<

wolfwing

Wilds Pathfinder

Join Date: May 2005

Heh well like I said I use wardl of weariness with MS/FS/Earthquake mages..:> They are usually weakened pretty quickly once they get into close rnage. Plus 3X Aegis when the hero's bring it up is nice.

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Try blinds. Weakness on those things and a fast attack speed can still do considerable damage without a protection monk.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

We will skip Glint, thank you! The Charr in hard mode are enough of a problem. First group, I killed the Prophet three times, they kept rez'ing him. Finally a full party wipe, the Charr still standing. You could set the heroes up to survive, but the hench are going to go down.

So, a balanced player group may be able to handle the Charr on foot in hard mode without too much trauma. Everyone carry Extinguish. Ranger with Nature's Renewal, Equinox, Tranquility. Smiting monk maybe. Make sure your party is not using anything that causes exhaustion, and use only hexes with short cast times, no enchantments, that sort of thing. Frozen Soil probably more harm than good. Winter with Mantra of Frost will reduce the fire damage.

Thing about hard mode in GWEN is, I've probably killed about 500 or 600 so far with heroes and hench. The drops were better than normal mode, but not by very much. Not as good as hard mode in other chapters. Got a couple of non-elite tomes, couple or three useless purple items, that was it. No golds.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Lol, are you kidding me? Norn - Only those Mandragors are hard because of hex/condition overload, but even Jotun's are easy. Charr - LOLROTFL? Still very easy, even if I have only r3 in Vanguard.
I even did few Hard Mode missions and I think that only Great Destroyer one was harder. Too bad that Shelter + Aegis + Pain Inverter = pwned Destroyer, even with his new leet-omgwtf-bbq skill.
And drops are pretty bad, but at least today I got few purples... And after 2 hours I have 6k from missions/quests, including one book.

Gun Pierson

Gun Pierson

Forge Runner

Join Date: Feb 2006

Belgium

PIMP

Mo/

Quote:
Originally Posted by wolfwing
The main problem I had when I first entered the Charr lands was the healers seem to spam frequently, especially the prophets.

Real fun is the ooze pit, the oozes seam to split in seconds if your not fast, third group...got wiped, when I came back there was about 20+ oozes and a dozen voitile. Yeah, the ooze pit was the first thing I tested on hard mode in EotN, got owned really bad. Thought I was going to SF the place. What was I thinking lol. Anyway, adjusting builds now. Henchies are going down fast though.

Seren!ty

Seren!ty

Lion's Arch Merchant

Join Date: Feb 2006

[iDum]

R/E

Try vanquishing Grothmar Wardowns... it's retarded. 2 Prophets, 1 Avenger in a group of 8 =gg. Not to mention the mesmers that res in 2 secs! yay!

McMullen

McMullen

Krytan Explorer

Join Date: Oct 2005

R/W

Sounds like a choking gas ranger could go a long way against the charr.

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

Quote:
Originally Posted by McMullen
Sounds like a choking gas ranger could go a long way against the charr. Make sure to give it dual shot.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

I thought of choking gas ... thought of shooting myself with it ...

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by wolfwing
Heh well like I said I use wardl of weariness with MS/FS/Earthquake mages..:> They are usually weakened pretty quickly once they get into close rnage. Plus 3X Aegis when the hero's bring it up is nice. You're still going by the nuke paradigm.

Nukers are quite poor choice in HM. Curses necros are great, so are mesmers. Enfeebling blood takes care of a lot of problems with melee. If you're bringing eles, get their earth up to 8 or 9, and give them ward against melee and sliver armor.

Interrupt/shutdown mesmers come handy. I usually bring Gwen and the mesmer henchie.

Aegis works to a degree - but there's lots of enchant removal.

Earthquake, MS and other location-based attacks are next to useless, since mobs move faster, and can easily get out of them.

Zeek Aran

Zeek Aran

Forge Runner

Join Date: Aug 2006

Earth, sadly

BORK

A/

Just tested, the Great Destroyer is still uber easy in hardmode. The charr? Not so much.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Heh it's not really the nuking side...:> It's the knockdown that helps a heck of alot. Knockdown+aoe attacks allowed me to shred to death evertyhing in Duncan's area except duncan himself..:>

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by wolfwing
Heh it's not really the nuking side...:> It's the knockdown that helps a heck of alot. Knockdown+aoe attacks allowed me to shred to death evertyhing in Duncan's area except duncan himself..:> In HM, everything goes 50% faster. This makes skills that are otherwise balanced in NM "overpowered" in HM.

Especially stuff like SS, empathy, IP, and similar skills are devastating.

Knockdows are quite counterproductive, so is speed reduction. By far the best way is to turn their bonus into their disadvantage.

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A

IMO they did make HM mobs in GWEN owerpowered, when mobs are wanding for 70 damage and 2 monks are having trouble keeping one warrior under Dolyak Signet alive against 1 group you know something is wrong.

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

For Charrs mob the best is to bring Frozen Soil, definitively.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by Charr
IMO they did make HM mobs in GWEN owerpowered, when mobs are wanding for 70 damage and 2 monks are having trouble keeping one warrior under Dolyak Signet alive against 1 group you know somethiong is wrong. Bolded part of the problem.

People who are complaining about GW:EN HM probablly don't have a lot of experience with HM anywhere else in the game. Anything can be done with enough igenuity. I still think vanquishing 4 man areas in Old Ascalon are tougher then GW:EN HM.

Charr

Frost Gate Guardian

Join Date: Jun 2007

W/A

Quote:
Originally Posted by HawkofStorms
Bolded part of the problem.

People who are complaining about GW:EN HM probablly don't have a lot of experience with HM anywhere else in the game. Anything can be done with enough igenuity. I still think vanquishing 4 man areas in Old Ascalon are tougher then GW:EN HM. How is having +40 armor and being immune to KD a problem???
Considering I have vanquished Elona, Cantha and most of Tyria with h/h I would say I have enough of HM expirience.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Hmmmm I tried that n/rit build against the charr in HM and doesn't last too long, part of the problem is the formation wich makes killing the prophets hard, plus they just pelt the team with FS and Ignite arrow, any suggestions for Henchmen or a different build that might work here?

Cobalt

Krytan Explorer

Join Date: Aug 2005

Mo/W

Hard Mode rep farming in EotN seems to be a real waste of time.

I have been framing Asura rep in Magnus Stones and I cleared it in normal mode got a little over 8k rep today. I did it again in Hard Mode with several wipes mostly because of the way over the top spastic non stop self healing the monsters in that mode and made a little over 12k rep.

However it took me more than twice as long to clear it in HM, so time wise you can earn much more rep per hour in normal mode.

Also I saw no real improvement in loot other than the coin bags have 10-20 more coin so there is really no incentive there either for putting yourself though EotN HM rep grind either.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Well you need it to max out the titles, but if you don't have them maxed in Normal might not be worth it.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Quote:
Originally Posted by Seren!ty
Try vanquishing Grothmar Wardowns... it's retarded. 2 Prophets, 1 Avenger in a group of 8 =gg. Not to mention the mesmers that res in 2 secs! yay! I vanquished Dalada Uplands and Grothmar with Heroes & Hench and no other human player.

1 SIEGE DEVOURER >>>>>> all that you can meet in the Char Areas in NM and HM.

Get a friend for 2x Siege Devourer: It becomes very easy to vanquish.

Get 3 people together, and Sacnoth Valley becomes a graveyard.


So much about the "difficulty" of the Charr Homeland, as long as these retarded Siege Devourers have no real danger for them or any counter against them in this zone.

Give Charr bazookas and anti-tank mines.

wolfwing

Wilds Pathfinder

Join Date: May 2005

Well, while the rit build wasn't doing well against the Charr, I just completed the falls with no real trouble except that I had the skeltons instead of the facets to face, and then some how having a group I killed respawn with a boss.

SerenitySilverstar

Wilds Pathfinder

Join Date: May 2006

Quote:
Originally Posted by Antheus
Aegis works to a degree - but there's lots of enchant removal.
A neat little strategy I've been employing of late in Charr homelands - take a Paragon (hero) with Watch Yourself (yes, despite the nerf), Protector's Defense (hero uses it REALLY well), and Defensive Anthem. Chaining, or combining WY with either two is a nice non-enchant block, and the Para has the rest of their bar free to do what you feel with (Motivation based healing or more damage from spear).

Really helps out the prot monk. Also useful against those jolly raptors in Asuran lands.

Oh, and Mantra of Flame is a good one to chuck on monks with mesmer 2nd

Count to Potato

Count to Potato

Jungle Guide

Join Date: Feb 2006

Imagination Land

I Swear She Was Eighteen [Gwen]

W/

Quote:
Originally Posted by Longasc

Give Charr bazookas and anti-tank mines. lol i just pictured this in my head OMG great idea!

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

The EoTN hard mode drops have been excellent for me, plenty of nice skins and/or good mods to salvage. Chests seem to drop gold items 80% of the time now, and the items that come out of there are much better.

Normal mode chests were utter garbage.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Has Anet even balanced HM in the normal campaigns yet? No? I doubt their going to do anything about GW:EN HM now that they have already put it in.

Nighthawkeye

Nighthawkeye

Ascalonian Squire

Join Date: Apr 2006

Just walkin' on Beale St...

Fellowship of Greeters (FOG)

R/Mo

Quote:
Originally Posted by hypatia
I've only done 2 areas so far in HM (magnus stones and arbor bay), but wow.. at the end of arbor bay we are at 510 monsters killed! That was a huge headache. >_< I've done all of the Norn areas and started on the Asura ones. Did Magnus without much prob, but in Arbor just could not get a handle on the Krait monk boss, Flannus Broadwing, and his band of el Arconoss.

Any suggestions, aside from consumables?

I was at like 475, done the whole map, with only the boss and co left. Sucker sent me to the barn. Tried picking off the surrounding Arconoss, but he heals too well, and if you run straight at him, party gets ganked by the els.

I was running as Sin with Sab's nec trio, Mhenlo, Lina, Zho, and Lo Sha.

Looking for revenge on the next run. Thanks.

Edit. Ran it again today and dropped the SS for Pyre with a BHA build and so dropped Zho for Eve. /dance.

Mickey

Mickey

Jungle Guide

Join Date: Feb 2006

Eternal Insight

D/

I took a human paragon with that standard TNTF and SY! wiki build or w/e.

Vanquished Dalada in 45 mins. Basically.....everyone is a 100 AL tank with huge damage reduction. That, + Sab's Necro Builds....and your steaming.

bungusmaximus

bungusmaximus

Forge Runner

Join Date: Jul 2006

Guild Of Handicrafted Products [MaSS]

W/Mo

[skill]"stand your ground!"[/skill]
Now who said para's suck nowadays?